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Revision as of 00:17, 1 July 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
May May , classified as a Balance type, is a powerful attacker who specializes in charging at the opponent.
- High Damage: She hits you and you explode.
- Dolphin Pressure: May's Horizontal Dolphin special move is the defining aspect of her character. The H version is plus but typically leaves gaps, while the S version is good for frame traps but is minus. Mixing between the S and H versions is key.
- Mixups: Having a command grab alongside Arisugawa Sparkle, c.S and H Horizontal Dolphin which are all plus, she has a very strong throw game.
- Dominates the air: May has a higher and faster jump than the rest of the cast making her tricky to anti-air. May also has many powerful air-to-air and anti-air options that make jumping in on her exceptionally risky.
- Fantastic hitboxes: May has many normals that have very large hitboxes, and many of her key normals are disjointed.
- Linear Approach: May does not have great ways of dealing with zoning. When out-ranged she may be forced into the air where her approach becomes more predictable.
- Weak Under Pressure: May lacks meterless defensive tools. If she falls behind early in the round against high-pressure opponents, it can be hard for her to come back.
May |
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Normal Moves
5P
A quick jab and May's fastest anti-air, though it's not a very good one. Hits standing and crouching characters, but can be low-profiled by some moves. Does its job as a quick mash button in scrambles or when May is under pressure.
Additional Frame Data: Initial Prorate 80%
Gatling Options: 5P, 2P, 6P, 3K, 6K, 6H
5K
A quick poke. Goes over many low attacks. Loses consistently to 6Ps.
- Jump and dash cancellable
Additional Frame Data: Initial Prorate 90%
Gatling Options: 6P, 3K, 6K, 6H, 5D, 2D
c.S
May's strongest combo starter and go-to pressure and punishment tool at close range. Good for catching backdashes when opponent is trying to avoid her command grab. Hitbox is in front of May and reaches slightly above her head, so this attack can be used as a high-risk, high-reward anti-air.
- Floats on air hit
- Jump and dash cancellable
- c.S > 6H can be used as 3f frametrap or pressure reset
Gatling Options: 6P, 3K, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
May's longest-range poke. This attack's hitbox extends significantly past May's extended hurtbox until recovery, making it an effective counter-poke. Good for catching people trying to jump out of the corner. Despite the upward angle, this attack can hit crouching opponents.
Additional Frame Data: Initial Prorate 90%
Gatling Options: 5H, 2H
5H
A disjointed attack with great reward on counter hit. Must be cancelled into a special to stay safe, primarily S or H Horizontal Dolphin.
- Wall-bounces on air hit
5D
May's standing Dust attack. Has relatively good horizontal reach. Despite the animation, doesn't actually shift May's hurtbox back at any point.
Additional Frame Data: Initial Prorate 80% (uncharged)
6P
May's anti-air normal. Has good upper body invulnerability, but less potent follow-up options than May's other anti-air attacks.
Hurtbox size over time: 1-3 upper body invuln 4-17 above knees invuln
- High knockback
- Soft knockdown on hit
- Wall-bounces on hit
- 6P can be used as frametrap after 5P, 2P, 5K, 2K without delay
Additional Frame Data: Initial Prorate 90%
6K
A quick overhead. Has relatively poor horizontal reach, but avoids many low attacks and throws.
- Ground bounces on air hit
Additional Frame Data: Initial Prorate 80%
6H
May swings her anchor in a massive arc above and in front of her. May's strongest command normal. Can be held to delay the attack.
- Ground bounce on air hit or any counterhit
2P
A quick, stubby jab used to mash in scrambles or to escape pressure.
Additional Frame Data: Initial Prorate 80%
Gatling Options: 5P, 2P, 6P, 6K, 3K, 6H
2K
A quick, short range low kick. Since much of May's pressure comes from her jump-ins, mixing this attack into May's pressure is a good way to check opponents who fall asleep on defense.
Additional Frame Data: Initial Prorate 70%
Gatling Options: 6P, 6K, 3K, 6H, 5D, 2D
2S
May thrusts her anchor forward while crouching. Doesn't extend May's hurtbox until recovery, which makes this attack very effective at stuffing other pokes and low approaches.
Additional Frame Data: Initial Prorate 90%
Gatling Options: 5H, 2H
2H
May crouches and swings her anchor over her head from front to back. The entire attack is very disjoint, making it a powerful, but high-commitment, anti-air and launcher. This attack is also a staple of May's combo strings because of its favorable launch properties.
- Launches opponents up and away from May on hit.
- Soft knockdown on hit.
2D
May's sweep is quick but has short range relative to the rest of the cast, with more range than her 2K but noticeably less than her 5K. May's okizeme with Arisugawa Sparkle sets up annoying Strike/Throw scenarios with c.S/Overhead Kiss respectively, so landing hard knockdowns is a helpful way to keep the pressure up. If using Arisugawa Sparkle on okizeme, be sure to delay the attack long enough for the ball to actually hit on wakeup, since it's a quick projectile once it starts moving.
- Hard knockdown on hit
Additional Frame Data: Initial Prorate 90%
3K
May crouches before sliding anchor-first on the ground. May's hurtbox is larger than the hitbox of this move, which means it usually trades or loses to other low attacks. While this attack is quite punishable on block, it travels pretty far fairly quickly. Primary cancel option for a knockdown off of 5P/2P/5K/2K.
- Low profile during active frames
- Hard knockdown on hit
Additional Frame Data: Initial Prorate 90%
j.P
May's fastest air-to-air button. Useful for stuffing airdashes into slower attacks or in scramble situations where May is in the air. Works best when the opponent is level with or slightly below May.
Additional Frame Data: Initial Prorate 80%
Gatling Options: j.P
j.K
May kicks upwards, making this move a good air-to-air against opponents who are slightly above May. Its cancel options and gatling with j.D make it May's most potent air combo starter.
- Jump and dash cancellable
Additional Frame Data: Initial Prorate 80%
Gatling Options: j.D
j.S
May swats her anchor down. Hits as an air-to-ground from higher than j.H or j.2H, and is a servicable anti-air against opponents who are level with or below May.
- Jump and dash cancellable
Additional Frame Data: Initial Prorate 80%
Gatling Options: j.H
j.H
May swings her anchor upward in front of her. Causes a lot of hitstun and blockstun. Can be used for both space control and jump-ins, so it's a staple of May's neutral play. The hurtbox is larger than the hitbox, but the hitbox is so large and active that it's difficult for many characters to challenge in the air.
- High knockback on air hit
Additional Frame Data: Initial Prorate 80%
j.D
May thrusts her anchor upwards, altering her jump trajectory. A ridiculously disjointed attack that's nearly impossible to challenge from above. Amazing counter hit starter.
- High knockback on air hit
Additional Frame Data: Initial Prorate 80%
j.2H
May slows her air momentum and rides her anchor to the ground. This can set up situations where it's difficult to predict May's trajectory in the air for either left/right mixups or jump-in/double jump/j.2H baits. May's hurtbox is much larger than the hitbox of this move, which makes it easy to punish with any anti-air attack.
- Knockback directly down on air hit.
Additional Frame Data: Initial Prorate 80%
Universal Mechanics
Ground Throw
May hurls her opponent over her head in the direction used to input the throw. Not as rewarding as Overhead Kiss when the opponent is near the corner, but is easier to use in pressure and can switch sides. A back throw can set up wall-breaks when May is in the corner with a Red Roman Cancel.
Additional Frame Data: Forced Prorate 50%
Air Throw
May quickly grabs and kicks her opponent to the ground. Air throws are a universal anti-air option that work well when the opponent makes a predictable high jump-in or when the opponent jumps right next to you. Despite the hit and whiff animations, air throws require the opponent to be above and on either side of you to connect. Quick use of air throws can make opponents think twice about holding back-jump against May's strike/throw mixups.
Additional Frame Data: Forced Prorate 50%
Special Moves
Mr. Dolphin Horizontal
[4]6S/H
May's premier special move up close and a nearly universal combo-ender. Mixing between the S version, HS version, and backdash will allow you to keep your opponent locked down almost indefinitely. Spacing yourself out before S Dolphin will also let you counterpoke almost every P/K button in the game. Enormously rewarding on counterhit, particularly in the corner. Be aware that May's hurtbox is bigger than the hitbox of this attack, which means it trades or loses to most pokes if May's opponent correctly predicts (S version) or reacts (HS version) to it.
- Staggers on grounded counterhit
- (HS only) Wall-bounces on air hit
Mr. Dolphin Vertical
[2]8S/H
The S version of this attack is a quick anti-air. The HS version, while slower, travels in a much longer arc, and is commonly used as an anti-air and combo extender. Mr. Dolphin Vertical is a mid attack on the way up and an overhead on the way down. May can use her double jump, airdash or attack on hit or block after recovery if she's still in the air. This is useful for combo extensions using the HS version of this attack or avoiding punishments after a blocked overhead.
- (Ascending only) Hard knockdown on hit.
- Hard knockdown on air hit
Additional Frame Data: Initial Prorate 80% (on a downward hit)
Overhead Kiss
623K
May's command grab which enables her powerful throw mixups. Can combo without RC in the corner.
- Throw invul frames 1-6
Additional Frame Data: Forced Prorate 50%
Arisugawa Sparkle
214P/K
Mr Arisugawa (the name of the seal) kicks a ball towards the opponent. The P version has him kicking the ball at a ~50⁰ downward angle, covering half the screen at roundstart, while the K version has the ball travelling very far (almost fullscreen WHEN THE CHARACTERS ARE ALMOST A SCREEN AWAY FROM EACH OTHER) at a ~15⁰ downward angle. The ball starts at a high enough position for the opponent to crouch under it, so avoid using it when the opponent is right at your face. Can lock opponents down on wakeup if timed correctly, leading to an okizeme guessing game that favors May.
Additional Frame Data: Initial Prorate 80%
Overdrives
Great Yamada Attack
236236S
Hits fullscreen. Massive punish. Can confirm from ground combos when May is in the corner. Just do it.
May can use a forward Purple Roman Cancel after summoning Mr. Yamada to force an extremely damaging high/low mixup at the cost of 100 tension if used at mid-to-close range.
- Hard knockdown on hit
The Wonderful and Dynamic Goshogawara
632146H (Air OK)
May's only true reversal and a useful move for forcing a wall-break. May hops on to Goshogawara the orca for a two-hit attack. The first hit, on the way up, is effectively a massive invulnerable uppercut. The second hit, when Goshogawara splashes down, sends the opponent flying and can wallbreak. The second hit may not combo from the first if the opponent is hit very far above the ground. If May uses a Purple or Red Roman Cancel at the start of the move, she gets off Goshogawara, but the attack continues anyway, which can lead to an extremely damaging high/low mixup at the cost of 100 tension.
- Invincible from frame 1
- Hard knockdown on hit
87% complete | ||
|
Page | Status | % |
---|---|---|
Overview | more detailed/accurate pros and cons | 18/20 |
Combos | needs videos examples. Combo page is fairly detailed | 9/10 |
Strategy | Complete. Well done! | 20/20 |
Frame Data | Overdrive data is incomplete. missing air recovery and other random move data | 40/50 |